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Community / DevLogs / Re: Bounty Road - Auto Gang RPG!
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on: February 12, 2017, 11:01:40 AM
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I love the mad maxx vibe! It might be cool to have the terrain have more hills and valleys so you can get some air when you go over a bump. Could be cool. Regardless, NICE WORK!
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45
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Developer / Business / Sound Design: question about rates
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on: February 06, 2017, 10:12:34 PM
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I've never done any sound design work for a game.But today, while I was pitching my music for a game, the Dev said all he needed was sound design. So I thought...F it, I'll give it a try. He was looking for footsteps for a Metroid game he was making. I made them, just to see if I could. Of course when I asked what his budget was for making sounds if he liked my work he said $0. This interaction left me with some questions. If he had thrown out a number, I would have had zero idea what was decent or lame for a sound design budget. Any sound designers out there that have some experience they can weigh in with? Do you charge per asset created? how much? Like for these footsteps I made him, how much does one expect to get $ wise? https://soundcloud.com/stevenharriton/running-in-metal-suitI recorded footsteps and mixed in clanking sounds and slightly distorted them to make them feel a little more retro. Any feedback on what I did would be really helpful since I have zero experience making these types of sounds for games. Thanks in advance TIG people!
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46
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Developer / Audio / Sound design costs
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on: February 06, 2017, 10:06:32 PM
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I've never done any sound design work for a game.But today, while I was pitching my music for a game, the Dev said all he needed was sound design. So I thought...F it, I'll give it a try. He was looking for footsteps for a Metroid game he was making. I made them, just to see if I could. Of course when I asked what his budget was for making sounds if he liked my work he said $0. This interaction left me with some questions. If he had thrown out a number, I would have had zero idea what was decent or lame for a sound design budget. Any sound designers out there that have some experience they can weigh in with? Do you charge per asset created? how much? Like for these footsteps I made him, how much does one expect to get $ wise? https://soundcloud.com/stevenharriton/running-in-metal-suitI recorded footsteps and mixed in clanking sounds and slightly distorted them to make them feel a little more retro. Any feedback on what I did would be really helpful since I have zero experience making these types of sounds for games. Thanks in advance TIG people!
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52
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Developer / Audio / Re: Is my music ok to start composing for games?
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on: January 20, 2017, 10:03:20 AM
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These tracks are a great start. I love the legit classical guitar stuff. That shit is hard to play! Nicely done. If I may offer some constructive criticism, I'd tell you, the master should be compressed and limited more to be competitive with todays standards. Check the levels on your electronic tracks. https://soundcloud.com/stevenharriton/destructo?in=stevenharriton/sets/electronicThis is an example of what I'm trying to communicate. Watch the meters. You really want to have the track hitting -10 to -8 RMS. People equate louder with better. I wish they didn't, but they do. It's the reason why everyone over the past 10 years has started compressing more and more and more. Just my 2c. Also, when you mix that cool nylon string guitar with your orchestra, if you use a utility reverb that you can put on all the tracks, it will help them feel like they belong together. The added verb makes them feel like they might be in the same room. Also, I'd meter the 1-2k range on your nylon string parts. A lot of times I limit those frequencies on guitar. Sometimes you can notch it out with EQ. Keep up the good work  Hope that was helpful
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57
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Developer / Business / Rev Share Advice needed
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on: January 06, 2017, 11:31:10 AM
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If I am working out a rev share deal for a game that will have my music in it, how do I do it so that I actually get to see some money? Show me the money!  Is there a specific service people use to have the money divided and sent to the appropriate people every time the game sells, is downloaded, or is generating revenue based on advertising? Any advice would be great thanks!
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60
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Developer / Audio / Rev share advice
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on: January 05, 2017, 01:39:55 PM
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If I am working out a rev share deal for a game that will have my music in it, how do I do it so that I actually get to see some money. Show me the money!  Is there a specific service people use to have the money divided and sent to the appropriate people every time the game sells, is downloaded, or is generating revenue based on advertising?
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